Post by masterdecoy on Oct 7, 2009 11:37:33 GMT 10
Opening thoughts:
Chaos in the old world, A recent fantasy flight venture into the warhammer franchise, will obviously appeal to some people more than others, Mainly current warhammer enthusiasts.
As a seasoned Warhammer 40k player, I have also dabbled into its fantasy themed cousin, So this release caught my eye very quickly. Would fantasy flight do the warhammer world justice, or would this turn out to be just another generic war game? Rest assured however, this title packs plenty of chaos.
Game Overview:
Each player takes control of one of the 4 ruinous powers from the warhammer world; Khorne, Nurgle, Tzeentch or Slannesh. God selection is very important in this game as each power plays very differently and will be aiming at different objectives to shape the world in their own twisted vision.
Once each player has selected a god to control, Play will follow in a series of rounds, until the old world is completely ruined, or a god becomes powerful enough to claim dominance over the other 3.
The round is broken up into several phases:
The Old World Phase, Where the inhabitants of the old world attempt to force off the invading powers.
The Draw Phase, Where players draw chaos cards in order to change the rules of battle.
The Summoning Phase, Where players will take turns playing chaos cards and summoning their demonic soldiers for conquest.
The Battle Phase, Where your soldiers will wage war for dominance.
The Corruption Phase, where the ruinous powers warp the world
The End Phase, is basically a cleanup step and checking for victory conditions.
A god is declared the victor when one of two things happen: They are able to spin their threat dial to the victory marker, or they manage to accumulate 50 victory points.
The threat dial is an ingenious mechanic where gods are rewarded for playing in character, Khorne advances his dial by waging war and conquest, Nurgle advances his dial by corrupting regions of high population, Tzeentch advances his dial by corrupting regions with warp stones or high magic concentrations, and Slannesh advances his dial by corrupting areas with nobles and hero’s of the old world.
Victory points on the other hand are awarded for maintain dominance over regions of the old world, or by corrupting them beyond repair.
This means however dial advancements will be easier for Khorne than Tzeentch to get, but Nurgle has a much easier time getting victory points than any of the other powers, so to win the game players must balance out interfering with the other gods motives, as well as managing their own win conditions, for any sole god left to their devices will be in an almost unbeatable position after 2 rounds.
Component Overview:
For the first time I can honestly say Fantasy flight dropped the ball on the miniatures, everything else is of their normal hardy and high quality, however the miniatures are so small and flimsy they will break, not they might break, they WILL break, the chaos symbols on the cultists are attached by, I kid you not, 1/3 of a mm of a plastic rod.
The dials where also a bit harrowing to attach as well, because I was paranoid about tearing the board due to the fact that the plastic clips are too big for the holes.
Closing thoughts:
I would defiantly recommend Chaos to any current warhammer, or warhammer 40k fan, I would also point generic fantasy fans in its direction as well. Outside this niche players may have difficulty understanding the theme behind the game and why it plays like it does.
The game despite its looks, is not a war game however, so war game enthusiasts may be disappointed or feel mislead, if they are unfamiliar with the franchise.
I would say it is more like a role playing game, because the way the 4 gods play is so perfectly match to their character, and it has theme coming out the wazoo, So as a Warhammer fan, this game is defiantly one of the better one’s I’ve played.
Components: 2/5
Game play: 5/5
Replay Potential: 5/5
Theme: 5/5
Price: 2/5
Overall: 3/5
PM me if you would like a demo game
Chaos in the old world, A recent fantasy flight venture into the warhammer franchise, will obviously appeal to some people more than others, Mainly current warhammer enthusiasts.
As a seasoned Warhammer 40k player, I have also dabbled into its fantasy themed cousin, So this release caught my eye very quickly. Would fantasy flight do the warhammer world justice, or would this turn out to be just another generic war game? Rest assured however, this title packs plenty of chaos.
Game Overview:
Each player takes control of one of the 4 ruinous powers from the warhammer world; Khorne, Nurgle, Tzeentch or Slannesh. God selection is very important in this game as each power plays very differently and will be aiming at different objectives to shape the world in their own twisted vision.
Once each player has selected a god to control, Play will follow in a series of rounds, until the old world is completely ruined, or a god becomes powerful enough to claim dominance over the other 3.
The round is broken up into several phases:
The Old World Phase, Where the inhabitants of the old world attempt to force off the invading powers.
The Draw Phase, Where players draw chaos cards in order to change the rules of battle.
The Summoning Phase, Where players will take turns playing chaos cards and summoning their demonic soldiers for conquest.
The Battle Phase, Where your soldiers will wage war for dominance.
The Corruption Phase, where the ruinous powers warp the world
The End Phase, is basically a cleanup step and checking for victory conditions.
A god is declared the victor when one of two things happen: They are able to spin their threat dial to the victory marker, or they manage to accumulate 50 victory points.
The threat dial is an ingenious mechanic where gods are rewarded for playing in character, Khorne advances his dial by waging war and conquest, Nurgle advances his dial by corrupting regions of high population, Tzeentch advances his dial by corrupting regions with warp stones or high magic concentrations, and Slannesh advances his dial by corrupting areas with nobles and hero’s of the old world.
Victory points on the other hand are awarded for maintain dominance over regions of the old world, or by corrupting them beyond repair.
This means however dial advancements will be easier for Khorne than Tzeentch to get, but Nurgle has a much easier time getting victory points than any of the other powers, so to win the game players must balance out interfering with the other gods motives, as well as managing their own win conditions, for any sole god left to their devices will be in an almost unbeatable position after 2 rounds.
Component Overview:
For the first time I can honestly say Fantasy flight dropped the ball on the miniatures, everything else is of their normal hardy and high quality, however the miniatures are so small and flimsy they will break, not they might break, they WILL break, the chaos symbols on the cultists are attached by, I kid you not, 1/3 of a mm of a plastic rod.
The dials where also a bit harrowing to attach as well, because I was paranoid about tearing the board due to the fact that the plastic clips are too big for the holes.
Closing thoughts:
I would defiantly recommend Chaos to any current warhammer, or warhammer 40k fan, I would also point generic fantasy fans in its direction as well. Outside this niche players may have difficulty understanding the theme behind the game and why it plays like it does.
The game despite its looks, is not a war game however, so war game enthusiasts may be disappointed or feel mislead, if they are unfamiliar with the franchise.
I would say it is more like a role playing game, because the way the 4 gods play is so perfectly match to their character, and it has theme coming out the wazoo, So as a Warhammer fan, this game is defiantly one of the better one’s I’ve played.
Components: 2/5
Game play: 5/5
Replay Potential: 5/5
Theme: 5/5
Price: 2/5
Overall: 3/5
PM me if you would like a demo game